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Return to idle when standing
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@@ -59,6 +59,7 @@ struct TilePlayer_s {
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unsigned char basesprite[13];
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unsigned char basesprite[13];
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unsigned char animframe;
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unsigned char animframe;
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int nextanimframe;
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int nextanimframe;
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int nextanimidle;
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};
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};
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struct TilePlayer_s TilePlayer;
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struct TilePlayer_s TilePlayer;
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@@ -256,6 +257,7 @@ void game2_setup()
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TilePlayer.facedirection = 1;
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TilePlayer.facedirection = 1;
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TilePlayer.animframe = 0;
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TilePlayer.animframe = 0;
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TilePlayer.nextanimframe = 0;
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TilePlayer.nextanimframe = 0;
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TilePlayer.nextanimidle = 0;
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memset(map[0],0xFF,100);
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memset(map[0],0xFF,100);
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memset(map[1],0xFF,100);
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memset(map[1],0xFF,100);
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@@ -359,9 +361,13 @@ void game2_tick_input()
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{
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{
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TilePlayer.animframe++;
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TilePlayer.animframe++;
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TilePlayer.nextanimframe = tick + 10;
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TilePlayer.nextanimframe = tick + 10;
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TilePlayer.nextanimidle = tick + 20;
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}
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}
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if(TilePlayer.animframe > 3)
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if(TilePlayer.animframe > 3)
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TilePlayer.animframe = 0;
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TilePlayer.animframe = 0;
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}else{
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if(tick > TilePlayer.nextanimidle)
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TilePlayer.animframe = 0;
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}
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}
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// Store in case we have a vertical collide
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// Store in case we have a vertical collide
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